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Introduction
A quite perfect mixture of budget and competitiveness. Narset herself as a Commander is bonkers enough to play her without expensive cards. I just own Mox Diamonds and Cavern of Souls, so I brought them in.
It's still far from optimized, but can completely wreck other decks in a casual environment. I simply built it because my meta made a significant power leap and I wanted to have a fair - just read: unfair - fighting chance.
I recommend this Deck for everyone who looks for a ~75% competitive EDH Deck, quite minmax'd for its kinda low budget. Feel free to add more extra turn spells, it just gets better but i like to maintain some goodstuff elements and randomness.
Section Overview (for specific analysis look at the card comments):
Commander: Narset
Narset is the bread and butter of this deck. Although I have won a non-zero number of games without her (looking at you, Aminatou's Augury), she is the main strategy of winning the game, so the whole deck is built around her. And if her ability is not good enough - you just have to attack, not even deal damage - she even has hexproof to protect herself, which often turns out very important. Most games she acts as an "oops I win" button; either she gets removed, or the game could be over really fast.
Lands:
Not much to say here. It's not the best mana base, and sometimes I miss my third land drop to start chaining mana rocks. But overall, for its budget, its quite solid. The basic land artworks were chosen to match the overall theme of the deck: Monastry, Asia, Castle in the mountains, Waterfalls, Dunes, Tarkir, Kawigawa.
Extra Turn / Combat:
The main aspect of this deck. Cast them for free, get more value, eventually you hit something to copy or a win con. Usually once you have 2 or 3 extra combat steps / turns, my opponents scoop, because once there its nearly impossible to loose.
WinCons:
As said above, this Deck often wins by concession. But if not, there are other ways to win the game. With infinite turns, Narset's main winning line is simply Commander Damage.
Tutor:
This Deck doesn't play a lot of tutors, but one of them with Narset's trigger on the stack should win the game.
Narset Support:
Hexproof is nice to have, but unblockable or indestructible make her more scary and more realiable.
Value:
Some of these cards may be unnecessary, but each of them has their place in this deck. They can be a real game changer or even lead into a win.
Filter / Draw:
These glue the deck together. As mentioned above, with only 30 Lands missing landdrops is a thing. Otherwise, top deck manipulation is even better in this deck, because Narset wants to hit the 4 best cards possible.
Counterspells:
Pretty much self explanatory.
Removal:
Every deck needs some form of interaction. The mass removal here lets Narset stay on the battlefield.
Planeswalkers:
These are a little "Superfriends" package. None of them is necessary, but each one brings value onto the table or acts as a win con or simply supports the main game plan.
If you have any questions feel free to ask.
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Sides: |
Double-click to open card details.
Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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Score | Card Name | Type | Mana | Rarity | Salt |
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Compare | Revision | Created | By | |||
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» | Revision 5 | May 3, 2019 | LRSVGZ | |||
Revision 4 | May 3, 2019 | LRSVGZ | ||||
Revision 3 | May 3, 2019 | LRSVGZ | ||||
Revision 2 | May 3, 2019 | LRSVGZ | ||||
Revision 1 | May 3, 2019 | LRSVGZ |